sterkenburger Posted May 5, 2015 Posted May 5, 2015 You can also do our godlike overhead mix-up festival when u get the chance, just either on wake up or after 2D Task A YRC. Might as well do all sort of variations and break your feeble, non-Bedman player opponents mind. Ex : j.K j.P 6j.P > low , j.K 6j.K > low , j.K 6j.H x 1 > low , j.K 6j.D j.K j.S > low j.K > 6 j.H feint > throw j.K > 1 j.H > low j.K j.S > throw j.K .6 j.K > throw j.K j.P 6j.P throw j.P> 3 j.H feint > throw Throw in a fancy IOH j.D after you land instead of the usual low if you have the meter to confirm it if you feel like toying with them a little more. Just mix them all up and remember that they aren't Bedman players, they haven't join our glorious society, so they can't see pass our tv stactic. Use the safer, less risky one at 1st though and make them respect it.
Tiamat Posted May 25, 2015 Author Posted May 25, 2015 New matches from latest local tournament. My first tournament with the new patch. vs Nam (Sin) https://www.youtube.com/watch?v=tzrIeLyC2Tc vs Rover Ruckus (Zato) https://www.youtube.com/watch?v=uGzoHqUvP3w vs Steve H (Ky) https://www.youtube.com/watch?v=0IE8otzwZUw vs Chimpoqueen (Millia) https://www.youtube.com/watch?v=jbDBxZcA6Ks vs Rover Ruckus (zato) https://www.youtube.com/watch?v=Y-lkKNGFWUU At least I didn't get hit by Ky's Dust this time. Did way too many j.S to air 236S when it wasn't guaranteed. I was glad I finally beat Rover Ruckus but I lost the rematch. Crucial point at the end of the rematch he techs my burst punish combo unexpectedly. I really hate Zato's teching ability for 236H since the patch. Anyone have tips for avoiding this problem?
NecroTheReaper Posted May 25, 2015 Posted May 25, 2015 You already said most of the big things, but j.S>j.P is a muuuuch safer way to go, plus it is possible to convert into a full combo. For the task C thing... idk. Its happened to me on Pot too where they hust tech the supposedly forced KD. Honestly I've found myself ending combos in task B more often since the patch since the KD is good and reliable, plus (depending on the confirm) it can lead to more damage
NecroTheReaper Posted June 7, 2015 Posted June 7, 2015 http://www.twitch.tv/saltymayhem/b/666514403 starts about 5 hours in, I go as Cotton at Akon
Tiamat Posted June 8, 2015 Author Posted June 8, 2015 For the Millia matches: I think you did too many 6H and air 236Hs. It got you hit a lot of times. I recommend much more superjumps, especially in millia matchup. You don't want her to get above you at the angle where she can throw the pin. Anti airing her is usually not realistic, so don't be under her if you can help it. Also, work on hit confirms. Sometimes you would hit 2 or 3 normals then fail to continue combo. Another thing is that if you hit them with normals in the corner you should be trying to combo to 5H 2H 236H at the very least. Sometimes you'd just combo to 2D even though you were easily within 5H range. good blocking on defense
NecroTheReaper Posted June 8, 2015 Posted June 8, 2015 6H nerf is hitting me hard. I use to use it as an anti-jump move, but 31f is too slow for that to work anymore. Task C... yeah. I even said right after I got offf stage that I do bedslam too much. The dropped/failed combos were because a lot of the characters I played required specific delays (delay j.KS on Millia, j.PPS on I-no, and while task C is basic, I like my task A' oki). Also, personally Millia and Elph are my personal (if not Bedman's general) worst MUs. Having to go against one and getting some feedback was veeeery needed, so thanks
Mefistopheles Posted June 8, 2015 Posted June 8, 2015 My 2 Cents: You're jumping way to much, mindlessly throwing out Air Task A's. It's a really bad habit, because a good opponent will start running immeaditalty beneath you and will Airthrow when you're falling or AA Air Task C, so dont give them those opportunities and jump only when your covered by Deja Vu's or when your close after c.s or f.s. Instead zone your enemy with f.s and j.s. If you have enough space for Task A use the TK one, especially against Millia who can run under Task A. When you have TK Task A out you can start approaching, but get ready to 6p or Airthrow, because they're gonna try to jump over Task A. If you expect Millias Pin, backdash or backjump. You should throw out TK Task A even after 2/3Hs. Also in the corner dont try to superjump out when they punished you once. IB or FD Shield until there is a gap, so you can dash into it and get out. Mix it more up after c.s: c.s > Throw c.s > Jumpcancel > Flight or Task A > j.k / Feint j.hs in 2k c.s > f.s > Jumpcancel > Flight or Task A > j.k c.s > f.s > 2s > 2hs > TK Task A c.s > f.s > 2s > run up 2k or Throw c.s > f.s > 2s > 2D c.s > f.s > 6Hs > Task A etc. Also i strongly recommend to end short combos into 2D and use sterkenburger's Mixup against Characters without Reversal. It helped me REALLY out. @sterkenburger: Cheers for that bro!
Tiamat Posted June 8, 2015 Author Posted June 8, 2015 Well, I was actually talking about just hitting random confirms when their back is right in the corner. For example, 2K c.S or from a jump in hit, things like that. Just 2-3 normals in the corner to 5H 2H 236H works on the whole cast and doesn't care if they are crouching or standing. Wasn't talking about failed combos from 1H. For that matter, immediate superjump PPS works on both millia and I-no. I do think Millia is one of his worst matchups. Use more superjumps with some floats to throw off her timing and use j.P and j.S. If you are playing this way the main thing to worry about is going to be her j.P or her running under you doing 6P/2H. You've got to be careful when you choose to attack. Also, sometimes you would do a normal jump to a forward airdash j.K or j.S and she'd superjump over it. Unless you've knocked her down you probably shouldn't try for these. Superjump, float in place if needed, then 1/2/3 into a j.S can work well (and basically works like a better air 236H in a lot of instances). j.P is also worth using air to air, though you risk losing to her j.P. Getting hit by j.P often leads to a corner knockdown so be cautious. Doing 6P and 236H as anti air in this matchup is usually bad vs Millia. Her j.P consistently destroys 236H unless you are at a big advantage, and throwing a pin will beat both. edit: also agree with Mephistopheles, you did too much air 236P. Use your j.P and j.S more instead and try to get a confirm to 236S from them. air 236P is risky during neutral cause of her high mobility so you have to be careful when you do it. Not as bad as vs chipp but still be careful with it.
NecroTheReaper Posted June 8, 2015 Posted June 8, 2015 This specific Millia player I would have never gotten away with those mixups. They were too smart at jumping out after c.S/f.S if it wasnt cancelled immediately. If my execution was good enough, I could've done 886>j.4SH>4/6H to air grab them out of jump outs, I could've probably done those but its not there quite yet
Mefistopheles Posted June 8, 2015 Posted June 8, 2015 That's why you sometimes have to use f.s > 2s or forward jump on prediction to Airthrow, but yeah i have the same problems against people who know this MU. His Jump + Flight is quite slow for trained eyes
NecroTheReaper Posted June 8, 2015 Posted June 8, 2015 Honestly I'm surprised no one said anything about all my failed air throw attempts xD but I did t really care about failure to throw them since I was just trying to learn how to apply it
GcYoshi13 Posted June 8, 2015 Posted June 8, 2015 Honestly I'm surprised no one said anything about all my failed air throw attempts xD but I did t really care about failure to throw them since I was just trying to learn how to apply it To be fair, I'm still trying to understand why my a lot of my air throws keep screwing up as well. It's good you pointed this out because it was on my to-do training room stuff. Looking at these matches, these are some things I observed. May be redundant as you are aware of some of these: - You like air Task C a lot. I don't know how I feel about this. It's true that it's either 0 or +3 on block, but can get blown up by Millia's air normals relatively easily. Most of the time, you were hit out of it or you were caught in a defensive situation after. If you're in the air after a tech, consider Task B YRC to reset neutral on the other side. - Another problem with air Task C is that it's hard to hit Millia with the DV version of it. - Do not give up the corner unless you absolutely have a good midscreen mix-up in mind. Round 1, after a good decision to 6H on her wake-up, you did a Task B DV mix-up that cornered yourself. You do not want that. - You have to get down your BnBs at the very least. I felt like I did not see a single complete combo. All throws led to nothing and your few good hits with 5H led to nothing. Bedman's combo on Millia hurts a lot. - On Round 3, if you hit Alarm Clock super from that far, you can still combo with jP. Hell, you can even do 2H I believe. - jP is really useful against Millia. Use that more. - Don't super jump unless you plan to air-to-air her. Bedman hanging so high up in the air is generally a bad idea. - I do like your use of air Task B to mix it up after Task A. It caught Millia off guard a lot. Also having a Task B DV is VERY important in this MU. - I think you realize this, but you need to keep track of her hair pin. If she has it, don't attempt to 6P her dash in attempts. Play neutral a bit more cautiously if she has hair pin.
NecroTheReaper Posted June 8, 2015 Posted June 8, 2015 - I think you realize this, but you need to keep track of her hair pin. If she has it, don't attempt to 6P her dash in attempts. Play neutral a bit more cautiously if she has hair pin. This... if there was like a little icon or something for when she had it, I'd feel a lot more comfortable. Usually unless they're actively going after the pin, I can never tell if I'm allowed to try to AA without getting blown up bad. Actually, what would be Bedman's best way to deal with pin approach? I've seen a vew jp players mash 5P after pin, but the blockstun feels so heavy when blocked
GcYoshi13 Posted June 8, 2015 Posted June 8, 2015 This... if there was like a little icon or something for when she had it, I'd feel a lot more comfortable. Usually unless they're actively going after the pin, I can never tell if I'm allowed to try to AA without getting blown up bad. Actually, what would be Bedman's best way to deal with pin approach? I've seen a vew jp players mash 5P after pin, but the blockstun feels so heavy when blocked I sympathize completely with your feelings regarding hairpin. A lot of it is far too subtle. Would prefer a HUD indicator if she has hair pin or not (and also more apparent animations/cues if she picks it up or when it's on the ground). Dealing with hairpin is tricky. I also have troubles with it. You don't have a lot of options, but you can stay around her height to avoid it. Blocking it air borne is not bad, but just FD her if you're caught hanging in the air before she lands. You can always blitz it, and since it's fast, you can react almost immediately when she throws it. If she's moving in after, you can throw her if she lands, or just block her ground pressure. Blitz is risky however since the follow-up options (like throwing her) are not consistent. She's also usually not close enough to get rejected. I think the best thing to do is to just be patient. Hair pin is a way to get in, but once she uses it, you don't have to worry about it for a bit. Different Millia, but I placed 3rd in a tournament last weekend. 1:44:15 is the time stamp for the match. http://www.twitch.tv/finestko/v/5890927
Tiamat Posted June 9, 2015 Author Posted June 9, 2015 I see we gave Necro conflicting advice on how often to superjump in Millia matchup :P The Millia Necro played was doing a lot more superjumps than JOS was. JOS did mostly normal jumps and normal jump IADs. JOS was also less aggressive, even doing weird things like airdashing backward when he was already on the other side of the screen in the air. From my experience the way Rachel Discrimination was playing the neutral is more common for Millia players. They like to superjump so they can get above you and make it hard to avoid a pin throw. If you superjump yourself though she will have trouble hitting the pin unless she is close. Then you mostly have to worry about her j.P (which is admittedly pretty awful to get hit by if she converts to corner knockdown). On the ground bedman moves too slow to avoid the typical pin approach but forward dash and TK 236S can get under it depending on the angle and timing.
GcYoshi13 Posted June 10, 2015 Posted June 10, 2015 I see we gave Necro conflicting advice on how often to superjump in Millia matchup :P The Millia Necro played was doing a lot more superjumps than JOS was. JOS did mostly normal jumps and normal jump IADs. JOS was also less aggressive, even doing weird things like airdashing backward when he was already on the other side of the screen in the air. From my experience the way Rachel Discrimination was playing the neutral is more common for Millia players. They like to superjump so they can get above you and make it hard to avoid a pin throw. If you superjump yourself though she will have trouble hitting the pin unless she is close. Then you mostly have to worry about her j.P (which is admittedly pretty awful to get hit by if she converts to corner knockdown). On the ground bedman moves too slow to avoid the typical pin approach but forward dash and TK 236S can get under it depending on the angle and timing. . I said to super jump to meet Millia in the air since Bedman's air-to-airs are generally better than Millia's. If the Millia is constantly super jumping to move around, then yeah I think it's a good idea to stay that high airborne a lot.
NecroTheReaper Posted June 10, 2015 Posted June 10, 2015 Honestly I almost want them to come running at me at this point cuz its much easier to IB>grab a jumping normal than react to Millia's stupid fast airdash speed. Plus its not as risky since her risk/reward while airborn is pretty skewed, so a trade isn't always favorable with her j.D and j.HS (I realize the latter isnt really an a2a).
Tiamat Posted June 16, 2015 Author Posted June 16, 2015 Matches from ECT http://www.twitch.tv/deadly_bison/v/6133281 2:47 vs Omni (Elphelt) I played bad. -_- 3:35 vs Mynus (I-no) Did well here but still did some dumb things like throwing him away from the corner twice in the same round. http://www.twitch.tv/deadly_bison/v/6149164 vs Esports (Sin) at 1:20 I shoulda just blocked more. You'd think I'd never played vs Sin before. vs Matt Coma (I-No) at 2:10 Needed to play more aggressively. I took too much mental damage from being hit by her j.P at the start and reverted to ball tossing which is a bad way to play this match. Lots of mistakes and bad decisions in these but you may see something I didn't so comments welcome. Should be some team match vids coming up soon from ECT as well.
Mefistopheles Posted June 19, 2015 Posted June 19, 2015 Soooooo i saw your Bedman Matches and here's my opinion: You shouldn't do superjump into task a&a' at all. Most of the time you not gonna it something with his head and good opponents gonna airthrow or anti air the shit out of you. The risk of getting down is way to high. Dont recommend it. Instead when you want an air task a out to approach, just jump barely high enough where the flight restrictions isent working, so you can do flight after task a and response to your opponents reaction. Mix this appraoch up with tk task a and 2s > 2hs and 2d. Your Task C Oki is not really good. 2d is only sometimes good with yrc. You could win so many matches if you could hold up your vortex. Nobody of your enemys knew bedman. you could easily open them up with 6hs and nobody responded correctly to task c & air task c (which is by the way a easy way to win brackets by just testing how much you can bully them with task c > 2p >......) So good Task C Oki (really important): if you end your combo with task C and your foe is right in front of you, you should do 214Hs > Meaty c.s > jumpcancel > flight > j.hs feint > 2k > 5hs > ... or hit with j.hs by doing flight just barley high enough. This will mess up soooooo many people who dont know Bedman Mu. You can also do after the jumpcancel: 83 immideadtly to get behind them or delay 83 because task c projectil with push them away so you wont cross them jump. When you have 50% Tension you can mix everywhere j.d in. Also when you opponent is blocking and you can't tick throw them after c.s, jc > air task c yrc to engage safely again
Tiamat Posted June 20, 2015 Author Posted June 20, 2015 Thanks for the comments. For superjump Task A' I think you are talking about the Sin match, I don't think I used it much in others. I was doing it to throw off his anti air timing not because I wanted to actually use the 236K for anything. Doesn't work on people who know how to anti air properly though it was a gimmick. I'll work on my oki from 236H. Wondertonic said something similar about the 2D it was blowing my pressure and they were just blocking it.
GcYoshi13 Posted June 22, 2015 Posted June 22, 2015 VS OmniScythe (Elphelt) - FD if you're going to jump out of Elphelt pressure. Especially while cornered. - Don't fuck with Sniper rifle. I also tried doing that Task B YRC Task C shenanigans on her once and it fails hard if she reads it. Block sniper rifle and hit her with 3H if she tries again. Watch what she does and react. - If you ever find yourself above Elphelt, you need to FD. Try Blitzshield if you're really feeling the read. - Play a lower altitude game against Elphelt so she doesn't blow you up so hard with cS. Resort to a ground/jump height game and super jump less. Super jumps are useful if you need to escape but be wary if she's right below you. - Task A should be used a lot until she answers w/ Sniper. Once she does, play footsies to throw off her aim, and don't forget 3H exists if she's reluctant to shoot or if she shot already. - Last round she hit you with something very dirty that you may not be aware of. Pineberry still moves during the flash of her Bazooka overdrive. It seemed like you were already hit by it once she fired the bazooka. Just be wary of future games where an elphelt will throw pineberry then go straight into that super, because the pineberry will already be at your character's feet after the super flash. - Not really a criticism, but learn optimal Elphelt combos if possible. Her double seal corner throw combo is very easy to pull off. - Are you intentionally doing 5H after Task A'? Because that is incredibly easy to blow up (it was obvious Omni was mashing like crazy after your teleport). You know you're plus on Task A' already, but don't go 5H after it if your opponent will disrespect your frame advantage. You attempt something reckless after conditioning your opponent. However I do like that idea of 5H after Task A' for player's more experienced with the MU. VS Mynus (I-No) - Not discrediting this win (your set-ups were much more on point), but Mynus really was showing a lot of respect (maybe he didn't know the MU). Your crazy use of jP was interesting. Does it beat most of her options or something? - You began to just Task C all over the place especially at the 2nd game. I'm trying to understand why. Are these anti-air reads? + I really do like your throw mix-up after a knockdown from Task C midscreen. I keep forgetting this exists and need to abuse it more after conditioning my opponents. + Your corner confirms are good. I need to also do 2H from 5H more. I like that a lot. VS Esports (Sin) - Tiger Knee Task A is very useful in this MU. If you have nothing to do full screen, at least get a ball out instead of doing super jump Task B or something. - Super jump Task A' is always a weird concept to me. I understand why you would do it, but to me it feels like a plan with no purpose other than a hail mary trick. I think there are better things in neutral to do. Also, in your match against Matt Coma (2nd I-NO), your super jump Task A's actually hit, and even you weren't prepared to confirm off of it... so I don't know really. - If you EVER feel like he's going to eat, you have 1H/2H/3H to punish him at nearly all distances. - I really hope an experienced player will begin to blow you up for those super high air Task Cs that you seem to love. + I really like your tick throw game that you have going on. + Good anti-airs. + At least you began blocking at certain points (which incidentally are the rounds that you did quite well in). VS Matt Coma (I-No) - He looks far more aggressive than the first I-No. - Task A is NOT a wrong approach to the match-up. The problem was you threw Task A, then did nothing but watch it. Twice he air dashed over it, but you took no action to advance or follow-up on your fireball. Also you never threw another Task A or even replayed the DV version of it once Task A collided with his note. - Also remember that if Task A collides with note, you can throw another Task A for free. If your Task A survives, use the DV for a near recover-free fireball and make a move or react to the I-No player's move. - You seemed very reluctant to even attempt to block at first, but I'm not sure if you just guessed wrong. Blocking I-no is a nightmare anyways so I don't blame you. He also had a lot of nasty stuff going on in the 2nd game. - Thank God this I-NO began to call you out on the random ground Task Cs. I was wondering how long people were going to let you get away with that. - Your neutral is all over the place and has I can't see gameplan. It's hard to describe anything you were doing without using the word "random". You failed to get any stray hits with jS. + jC won you a round at least. It backfired the round after when he blitzed it.
Tiamat Posted June 23, 2015 Author Posted June 23, 2015 Thanks for in depth comments. vs Omni I really need to get better about FDing when I try to jump out. That's a big problem I have and I'm going to work on it. Sometimes I mess up the input somehow too and I don't get the FD immediately. The Elphelt matchup advice is good, I always just tried to desperately close distance or dash when she goes sniper I never thought to block and 3H if she tries it again. I'll stay lower and do more Task A. Didn't know about the pineberry moving during overdrive. 5H is never intentional after Task A' it was always input error vs Mynus I basically decided I was just gonna spam j.P before the match started lol. Her j.P can beat it but other than that it should beat most things. 2nd match I teleported through and hit c.S 5H then did 236H...I have no idea what this was. It's obviously a failed hit confirm but beyond that I'm baffled why I did this. Then I whiffed a 2K and I did 236H again. I think this one was a read because I thought he'd try to airdash at me when I whiffed, but he just jumped away so I missed. If I really thought he was gonna airdash at me there I shoulda just done 6P I suppose (though my read was wrong anyway). vs Esports He said before the match he didn't know how to fight Bedman and I figured he was probably telling the truth so I did extra dumb stuff like the air 236Ks. Be better to just play the matchup correctly though the advice is good. vs Coma You're right about the Task A I would just throw it then not do anything. I didn't give him any reason to feel pressure during the neutral. I notice I keep moving away from him after throwing ball for no reason just backing myself into the corner more. I got a 2H whiff in the 2nd round that I don't' know what that was about. Maybe super super awful confirm from f.S whiffing and I was trying to do f.S 2H (lol?). Maybe it was supposed to be 236H expecting him to airdash at me and I totally ruined the input. Don't know. He was already in the air when I started it so this move makes no sense. Man I really did some awful bursts this match. I think these 2D to 236H's are anti air reads but it's bad. I should be trying to string to 2D as little as possible anyway since the options from it are bad. I really fell apart in this match. When I look at the last round it kind of looks like I'm starting to pull it together but not quite and it's too late. I think the crappy superjump 236Ks bled over from my Sin match. The fact that I YRCed it before it even came out indicates I realized how bad the move I made was.
Tiamat Posted June 24, 2015 Author Posted June 24, 2015 ECT Team Tournament vids. These are from the day after singles. I was teamed with VR Raiden and Matt Coma. Until grand finals I was the 1st up every time. https://www.youtube.com/watch?v=uIZAj59cdsE&index=1&list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB vs Team RU Match 1 - Super lame venom throw combo I know, I wasn't feeling confident at all. Just wanted to make sure I got the knockdown. The 2D hit to whiff 236H at 1:30 I dunno what that is. It's bad. Match 2- Dropped couple combos vs Sin. I see I do the 2D 236H again. Bad habit. Don't see the logic in it. Match 3- dropped throw combo https://youtu.be/-JafhavHNOs?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=604 vs Team Easy Coast Match 1- there's that 2D 236H again. Messed up my 214H YRC. coulda done a 6H combo but I went to 236H for some reason. Kinda funny 2D 236H ended up being the kill hit, though it doesn't even look like I canceled. Match 2- punished DP with only c.S I was baiting a burst. I'm so used to Leo players mashing burst when their DP is blocked. Shouldn't bait the first time if I haven't seen them doing it. Keep throwing him away from corner. He drops a kill combo at end of round 2 and 3 so it's kind of a bummer realizing that's the reason I won. Match 3- totally blew my pressure when I knocked him down in corner near start. https://youtu.be/U3FE1f78wEQ?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=595 vs Team Mostly Black Match 1- Still throwing away from corner. Match 2- Black beat throw combo. Drop my j.D combo in round 2. Round 3 drop air 236H combo. c.S didn't come out and then I just whiff the 236H (similar to previous round combo drop). Then I do a really lame corner throw combo when I need a kill and I lose because of it. Might have even been able to OTG that for kill. https://www.youtube.com/watch?v=TBRzYv2dgBg&index=5&list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB Grand finals vs Team Easy Coast Unfortunately, I lose all of these. Match 1- Really need to stop doing 2D 236S unless I'm totally sure it's going to work. The OTG sucks. Think this is the first time I've ever 2Ped Millia out of her dust. I really need to punish that move she did at 1:27. Match 2 (7:44)- Pressed the wrong button for my DV. I try a corner throw combo but I'm too far for the 236H I should have known. Costly mistake. https://youtu.be/HcNC9ztQ6Mk?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=504 Match 3 (8:24)- That 2H whiff I assume input error but I'm not sure what I could have been trying to do (236H?). Badly failed a j.H hit confirm. Match 4 (10:48)- I see I did a 7 dash for no good reason and it put me in bad spot in round 1. Last round he basically took my entire lifebar with nobiru. I made bad jumps then I had no tension to air FD them. Should have known better than to try TK 236S just ran into a drill. I will make a point to cut down on the random 236Hs in the future. Should have stayed lower altitude vs Zato.
Zazs Posted July 24, 2015 Posted July 24, 2015 Hey guys, first time here. Someone can criticize my bedman too? FT10 against a good friend of mine.https://www.youtube.com/watch?v=o2Eb0ICy8hk I know it's pretty long, but if someone watch just a little would be a great help for me! Score in spoiler: Nikki 10 x 7 Zazs
GcYoshi13 Posted July 24, 2015 Posted July 24, 2015 Hey guys, first time here. Someone can criticize my bedman too? FT10 against a good friend of mine.https://www.youtube.com/watch?v=o2Eb0ICy8hk I know it's pretty long, but if someone watch just a little would be a great help for me! Score in spoiler: Nikki 10 x 7 Zazs You play very similar to me lol. I can't really critique this well since you're also very good, but here's some minor things: - If you can react to your hits when your opponent is crouching, then fS, 2S, 2H combo route is a possibility. That will do a lot more damage and lead to better set-ups than 2D. If done midscreen, you can do a TK air TaskB or ground Task B to get distance and leave a marker near your opponent. Edit: I actually saw you attempt it in one round. That's good. - I'd like it if you did 6P more. Zato's air to ground moves are okay. Critiquing Zato MU is also very hard because there's too much variation for any advice to be consistently useful. - I know it's online so IBing is hard, but it's very important in the MU to IB Zato's drill if you can. He goes from +2 to -1. If he did it on Meaty, it may be different. - If you're caught in the unblockable, I think there's nothing you can do other than mash (or time) down blitz. At the very least, it will screw up his timing. Zato will get rejected if he's too close. Note that you will still get hit after the blitz, because the drill's active frames, but it reduces a lot of the damage. The rest of the MU is mostly just, "don't mash here, when little Eddie is here" and etc. Maybe more fuzzy should be attempted? Also when you air tech, FD for a bit. I also have this bad habit and your friend didn't noboru as much early on to punish it. I also have a bad habit of teching too eagerly and predictably. I do like your Bedman overall.
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